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| Jutmon Symber |
| Male Human Wizard 2 | HP 12/12 | AC 13 | T 13 | FF 10 | CMD 15 | F +1 | R +3 | W +4 | Init +2 | Per +3 |
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She draws my attention, to things she sees, sometimes. Jutmon tells Inuki. Our minds are linked, but she is just a bird, so there is no high level of communication. She is definatly useful, but not to the level you were hoping for, I think.
Then the discussion turns to posing as bandits.
What does a bandit really look like? Jutmon grins impishly. Any one of us could be a bandit. The question is... Which of us is skilled at acting, or at tricking folk?
Jutmon shakes his head. I know it's not me.
| Roga Beastfriend |
| Human Cavalier (Gendarme, Beast Rider) 2, HP 12 | AC 19 | T 13 | FF 16 | CMD 17 | F +3 | R +3 | W +0 | Init +5 | Per +0 |
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"Sounds fair Oleg. Thank you. As for being a bandit, I might look like one but I'm not much of an actor. Also, do you really think that another of the Stag Lord's Lieutenant's would be fooled just because I'm wearing one of their amulets? They probably at least know who each other are."
| Sergei Surtova |
| HP 21 | AC 16 | T 13 | FF 13 | CMD 15 | F +5 | R +6 | W +2 | Init +5 | Per +7 Human Gunslinger (Pistolero) 2 |
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"Posing as a bandit may only gather us some limited information about how they operate when we can gain near as much information by finding them and watching them for a bit then capturing one of their numbers on a patrol or sentry mission, and it is far less dangerous for one of our numbers."
Sergei finds a place to lean against a wall if the discussion is going to be drawn out. He takes his pistol and a cloth to start wiping it down to avoid rust being allowed to form on it from the oil and water's on his fingers.
Akinra
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| Jutmon Symber |
| Male Human Wizard 2 | HP 12/12 | AC 13 | T 13 | FF 10 | CMD 15 | F +1 | R +3 | W +4 | Init +2 | Per +3 |
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Jutmon gives Oleg 5gp from his share of the loot, so far. He also hands the innkeeper the parchment on which the list of components had been written. See what you can get, eh?
25 gp in material to scribe 1st level spells. So enough in advance for two.
The wizard then hurries to catch up to Roga and the rest as they track the bandits.
Why would they split up? These bandits had not seemed overly bright so far, but Jutmon still has a feeling, that something is amiss.
Akinra
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After another five hours, the sun is starting to dip behind the mountains far to the west. You believe you have made good progress, and are definitely on the trail of the bandits.
Through the course of the day, Roga has been too distracted to forage for much food due to his focus on following the tracks. Luckily Jutmon, while practicing cantrips, seems to have accidentally slain a small deer. There is certainly enough to feed all of you for the day.
As you settle down, a bone rattling roar erupts from the woods not one hundred yards distant.
A large grizzly bear seems rather perturbed at your presence.
When faced with a foe or small group of threats, the grizzly attempts to subdue or kill with its claws. When it can, the bear tries to grab a single target to deal continual damage until that target is dead, unconscious, or escapes.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Exhausted: An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
I am considering a couple of the lost tracks moments a long break while you search around, so you moved 8 hours, and rested 2 so far
Wow, that looks huge in the editor window, for just a couple lines... Meh.
| Roga Beastfriend |
| Human Cavalier (Gendarme, Beast Rider) 2, HP 12 | AC 19 | T 13 | FF 16 | CMD 17 | F +3 | R +3 | W +0 | Init +5 | Per +0 |
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"How do you propose to do that?" Roga asks, backing away slowly.
Handle Animal roll please. What are our chances of pacifying this thing. Perhaps throwing it some deer to munch on and backing away slowly?
Akinra
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Please let me know who is mounted, and who is dismounted following Jutmon's slaying of the deer.
You strike a ferocious pose, the bear seems somewhat less than impressed.
Inuki Talespinner: Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Jutmon Symber: Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Nareth: Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Roga Beastfriend: Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Sergei Surtova : Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Order:
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Sergei
Jutmon
Roga
Inuki
Nareth
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Grizzly Bear
| Roga Beastfriend |
| Human Cavalier (Gendarme, Beast Rider) 2, HP 12 | AC 19 | T 13 | FF 16 | CMD 17 | F +3 | R +3 | W +0 | Init +5 | Per +0 |
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Still Mounted on Midnight, lance in hand.
"He aint backing down. Looks like bear stew tonight. Roga says, after attempting to dissuade the ursine.
Was that my round one action, or pre-combat?
HP:12/12 Don't think I took any damage in that very first fight, feel free to correct me
Roga will spur his mount at the bear, lowering his lance for a charge.
Charge the bear if possible, using Ride-By Attack and Power Attack. DC 5 Ride is auto-succeed. Attack would be +5 and Damage 2d8+12. If no clear path to charge just move to a position that would allow me to charge next round.
Akinra
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The bear is posturing. You will each get an action, however; at the end of this pre-combat round: "After the Intimidate expires, the target treats you as unfriendly . . . If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities."
Hostile -> Unfriendly -> Indifferent -> Friendly -> Helpful
| Sergei Surtova |
| HP 21 | AC 16 | T 13 | FF 13 | CMD 15 | F +5 | R +6 | W +2 | Init +5 | Per +7 Human Gunslinger (Pistolero) 2 |
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Sergei was not always comfortable in the saddle so when the opportunity presented itself to be dismounted the law-man had taken it. He had tied the horse up on a tree while he waited for the deer to be dressed but the appearance of the bear had become the immediate issue. He pulled his pistol free and began the process of loading it as the others tried to scare the bear off...
Loading during the pre-combat or will load during the first round.
Akinra
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As Inuki starts his performance, the bear seems to mellow. Taking a seat the bear stops his posturing, and blankly stares at the strange kitsune, completely fascinated.
Roga, Inuki's Fascinate attempt will be roughly contemporaneous with your handle animal. If you choose to move closer to the bear after the animal is fascinated, it may break the effect.
Akinra
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Round 0
As you attempt to field dress a lovely dinner of fresh venison, the local bear who owns this area makes his presence known. Although Roga's attempt to shoo the bear off and Nareth's attempt to scare the bear away are less than fruitful, Inuiki's bizarrely captivating and lulling voice seems to do the trick. The bear is sitting calmly staring at and listening to the bard.
Initiative Order:
Sergei
Jutmon
Roga
Inuki
Nareth
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Grizzly Bear
Akinra
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A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
Akinra
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I chose the nexus that seemed most likely to accomplish your goal of obscuring the majority of the party, without terminating the Fascinate effect of Inuki. Feel free to request a retcon if I positioned anything incorrectly.
| Jutmon Symber |
| Male Human Wizard 2 | HP 12/12 | AC 13 | T 13 | FF 10 | CMD 15 | F +1 | R +3 | W +4 | Init +2 | Per +3 |
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Jutmon waits with the horse, nervously hoping that Inuki hurries it up.
As they leave, he plans on lighting and dropping a smokestick on the far side of Nareth's fog. The smoke will thicken the fog cloud, and the fumes should disrupt the bear's, no doubt, keen sense of smell. That, and the pungent deer guts they are leaving behind, should distract the bear. Or, so Jutmon tells himself. And worries about the rather loud sound, that horses hooves inevitably make.
Akinra
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Waiting patiently or the bear to finish playing [ooc]holding action until after the bear Jutmon helps Inuki back into the saddle, then rides around through the edge of the fog, meeting the rest of the group on the far side. Together, you all flee.
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.
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Blinded (closest rule to not being able to see beyond 5)'
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Akinra
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As you all exit the small glade and the adrenaline begins to subside, you realize that you are hungry and tired. Lucky for you, the now happy and content bear was not able to take your lovely deer, so you have plenty to eat for the night. Unfortunately, exhaustion is beginning to take it's toll. A quick scan of the area reveals several potential camping locations, should you choose to end your day. To the east approximately a quarter mile, you can spot another small glade. Directly to the south lies a cave in the harrow valley in which you are currently riding. and of course, any number of open spaces are available should you choose to camp on the plains.
Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.
The Italicized emphasis is aimed at you if you choose to lead the horses and continue on foot. If you choose to ride, then none of you but the cavalier is likely to know the bolded italicized information. You can continue on foot, leading the horses, but they will be of little use in the morning if you choose to do so.
| Inuki Talespinner |
| Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2, |
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Inuki is wondering if he can rub the bear's belly, when Jutmon takes his hand to pull him up into the saddle. "I thought we were really starting to bond there," he muses as they ride away.
I agree with checking out the cave, as long as we make sure it is not the bear's home.
| 151 to 200 of 1,007 |
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